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Home Unlimited 2 Suggestions - Phantom - 06-15-2021

So Home Unlimited 1 is pretty old. If it still works I'm pretty surprise (I guess there are areas that work and areas that might be broken). 

I'll have this post out for any feedback and suggestion before I get around to Home Unlimited 2 (I'm planning probably towards the fall/winter since work is pretty busy at the moment and I'll be out of town at the end of the month. 

Please leave some feedbacks on what'd you like to see or any ideas.

I'm thinking of changing up all of the other parameters options although at the same time, I do like the randomized gun porn so then all guns are equally represented. Reference for parameter option from version 1: https://github.com/bennpham/Arma3-Home-Unlimited/blob/master/Parameter%20Guide.pdf 

Things I'm keeping:

  • Hour.
  • Weather.
  • Optional parameters have radios or not.
  • Enemy skill.

Things I'm changing/adding:
  • The spawn type and spawn range I will probably ditch and utilize sets of preplaced map makers instead (since calculating a random central spawn location is buggy and can kill the enemies if they're spawn in a location where they clip inside a rock or something). The map makers would include a central location of town (maybe put players in a random building around there and then multiple markers outside of the town where enemy spawn and move in. No more set the range in parameters and have them preplaced so it's not buggy.
  • Amount of enemies (amount of enemy infantry). I might keep this and have this as amount of enemy infantry per wave or total enemy after all waves. Should I have this or have some kind of number as a force strength (which is probably harder to calculate or wonder what it means). I'm leaning towards per wave right now.
  • Amount of enemy vehicles (overall after all waves): Since a feedback that we want some vehicles. I think having vehicles divided among a random wave would make it more random on when the vehicles is coming vs send a vehicle after every wave which I think is a bit insane and predictable at the same time. I'm thinking I'd just have light vehicles with a mounted MG and nothing more.
  • Amount of suicide car bombs (must select an insane enemy faction): After all waves so same as above. 
  • Amount of suicide bombers (must select an insane enemy faction): After all waves since so we can wonder when an infantry without a gun (but wears a vest) start rushing towards you (and have a suicide bomb). Gets to close to a player and kaboom. If you kill him before he gets close you're fine.
  • Amount of enemy waves. Divide this by the total time before the last wave and start spawning enemies.
  • Player Faction (default probably civilian): You start off with nothing much really. Go loot some houses. You could start off as some soldiers or whatnot as well and start with better equipment.
  • Enemy Faction (default: a bunch of crazy murderers because that's the original): but you can have a tyrannical government army, tyrant police force, ISIS, etc. I'll probably have a handful and they'll have different uniform set or weapon sets.
  • Waypoint type: Default SEEK and Destroy. Everything else requires LAMBS AI. Otherwise I think can choose between taskRush, taskAssault, or taskCQB. See https://github.com/nk3nny/LambsDanger/wiki/waypoints
  • Player slots for medics. You're going to bleed a lot.

Things I need suggestions on

Loot boxes (just kidding). Random weapon cache around some buildings with weapons. I'd have to randomize what goes in the box here and there so curious on how to handle this. I was wondering if I have some gun porn for find a gun, instead of give the player, maybe have them search some houses for more guns and ammo after some wave of enemies go through. This one might be quite a lot of work depending on how I go about with it. Since I'm thinking of having players spawn at a central location in town instead, I think it'd be nicer to give some more incentive to check out a house rather than go to the closet location.

I don't think I'd want to set a parameter for how many minutes before the final wave. I'm thinking maybe hard code it as last wave of enemies spawn at maybe after 10, 15, or 20 minutes? I'm not sure. I'd definitely not want someone to have this mission set to 1 hour for spawn because it's brutal and you slaughter a lot of AI fast and they slaughter you fast. 

I do want to represent all the guns if possible. I think having several factions for players or enemies can help with that. Another option for even more I think is some sort of loot box around houses for extra weapons and ammo. I'm wondering how I should limit that. Should I have a group of certain weapons that a specific group, army, faction, crazy people use, or the old fashion put should we have rifles in parameters. Should we have shotgun in parameters. Should we have pistols in parameters, etc.

Mission Making Approach

Because representing guns and factions can drag and become a pain to maintain (because it's getting tricky to maintain Home Unlimited 1 and no one really uses Massi anymore, I'm just going to stick with CUP and vanilla for factions & weapons. I'm thinking having specific faction set weapon caches with something like (CUP required), might be easier to maintain. 

I'm thinking of making all the scripts and whatnot first, then making a mission on VR map first (and then have randomized compositions from various authors around) as a test run, and we get a chance to try people's random compositions too. Once those seems good, I'm probably going to expand to Stratis and Altis and keep updating the mission as I add more towns/buildings/cities or compositions for VR stuff. If the scripts update (new factions, weapon set, etc, then I'll update all the missions).